Stuzack: Protecton / battery monk build

Stuzack

Pre-Searing Cadet

Join Date: Nov 2005

Mo/N

First time ive tried designing my own build, so please bear with me. :P

If this design has been done before, i apologise. i went through the last 2 weeks of posts and found nothing very similar to it.

The basic idea is to have a monk that can regenerate energy / hp and reduce damage taken by the party through enchantments.

My current setup:

20 Mo/N

Skill 1: Healing breeze (or another useful healing spell)
Skill 2: Life bond (with 9-10 prot prayers, reduces my dmg by ~22)
Skill 3: Martyr
Skill 4: Mending or other healing spell.
Skill 5: Purge conditions (purely for use after Martyr)
Skill 6: Blessed Signet
Skill 7: Succor
Skill 8: any ressurection spell apart from rebirth.

Healing: 13
Smiting: 0
Protection: 11
Divine Favour: 12

This build is all about energy management. your energy must never reach zero. zero is the bad number of death. (or something...)

Lets assume your party has 8 people in it. 2 monks (including yourself) a necro, an ele, 2 warriors and 2 rangers. first thing to do is tell the party to stand still for the first minute. (believe me this is nearly the hardest part of the build. :P) next, cast succor on any casters and cast life bond on the warriors and (if they start taking damage), the rangers too.

by this point you probably have 6-7 enchantments running. thats an energy degeneration of 2-3. but blessed signet (with enough DF) will give you that back plus more. thats more than enough to keep your energy reserves high. even better if you have a necro giving you energy.

now your casters have +1 energy regen and the melee have 50% damage removed. And you can maintain this indefinitely with the use of blessed signet.

Martyr and purge conditions are there simply to counteract any conditions te party gets that make healing difficult, as you are not a pure healing monk.

Being a secondary necro, i could easily swap one of the skills with oob or something, but i need to get those still.

Advantages:

*Your casters have more energy than they know what to do with.
*your melee have less damage done to them.
*your healers (including yourself) have less damage to heal.
*you can run up to 7 enchantments indefinitely.
*you can remove conditions that counteract your life bonds/heals.
*you can stand really far back from your party members and battle without losing your enchantments. (you dont have to stay in spell range.)

Disadvantages:
*mobs that like to spam shatter enchantment. i hate it when this happens. (damn wind riders and ether seals)
*if you dont have 5 or more enchantments running, blessed signet is near useless because it doesent give you the energy you need fast enough.
*you simply cannot do this in a party where you are the only healer. you dont have the healing power. trust me.
*Cut-scenes. god, they need to fix this. if you dont skip cut-scenes, you run out of energy quicker than a.. really fast.. quick thing.

Tested on many parties including the missions:

Dragons Lair: i completed dragons lair plus the bonus using this build with only 2 deaths (poor warrior died twice on glint). the casters still had plenty of energy at the end too.

Ring of fire: The only annoying thing about this was the ether seals which shatter all your enchantments. completed missions with no deaths. 2 people actually complimented me on this one. yay for me! bonus was also completed.

Abbadons mouth: This was harder as some of those monsters can strip your enchantments. but even if they remove life bond a few times, the succor on the casters helped with nuking + healing. took 3 tries to do this mission due to noobs leaving cause they died once, and the fact that those beasts can be really nasty in a few hits sometimes.

Hell's precepise: did first try, even though we lost 2 people halfway through. everyone wiped on the end boss bar a ranger with res signet. then we mopped the boss up without anymore problems.

Suggestions and (constructive) critisism welcome.

mortalis doleo

mortalis doleo

Wilds Pathfinder

Join Date: Sep 2005

my house

The Cutting Edge [TCE]

N/

nice idea (although it's not too innovative ), but i would change a thing or two...

skills:
life bond
balthasar's spirit (no smiting points needed)
blessed signet
mend ailement (better than purge, it heals you)
guardian/succor (could be swapped for mantra of inscriptions if you are mesmer secondary)
reversal of fortune
martyr
rebirth

my opinion, if you are going to protect... dont heal...
you pretty much get everyone life bonded and put balthasar's spirit on yourself. put balthasar's spirit on fellow casters if you want.
get rid of conditions when needed, RoF when the healer needs help, and blessed sig when you can.

rebirth is there, since you want a pve build.
a monk should not res during battle, that's time wasted when you could heal or prot.
rebirth has the ability to transport the dead body to your location, and away from danger.
if you need to res, then you should be at a distance where there is no aggro = time to re-cast enchantements lost by rebirth. i could be wrong though...

cool idea.

edit:
ohohohohoh i forgot!
if you want to heal, get divine boon.